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TheHutts
Posted: Tuesday, August 11, 2015 2:38:08 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 6/23/2010
Posts: 3,561
Location: The Hutt, New Zealand
Momaw Nadon, from Cantina Brawl



Quote:
15 points, Fringe
Hit Points: 50
Defense: 16
Attack: 6
Damage: 10

Special Abilities
Unique
Melee Attack (Can attack only adjacent enemies)
Stealth (If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)
War Throat (Replaces attacks: 10 damage to each character within 6 squares)


There are a lot of very useful 10 hit point pieces in the game - Mouse Droids, Camaasi Nobles, Raxus Prime Troopers, Geonosian Drones, Old Republic Senators, Rodian Brutes, and Ugnaught Demolitionists are all staples that have useful niches in the game, but who also can perform an equally important role of just getting in the way. It's always been good play to shield off your shooters with fodder, so that your opponent needs to spend a turn killing fodder to get to the attacker. Momaw Nadon's War Throat was made as a counter to fodder walls - particularly Mouse Droid walls - and he's a great reinforcement choice if your opponent is running 10 point pieces. He does tend to work better in factions with a movement breaker - an R2 Astromech or Ganner can get him a long way in a phase, since War Throat only replaces attacks.

Momaw is also interesting with Captain Tarpals in Republic where he can double war throat for 20 damage on everything, while he's also very useful for triggering Protective abilities. He doesn't totally solve spamming activations, since an opponent can leave their fodder chilling out the back just to get an activation advantage, but he does largely solve the problem of fodder walls and hurts 10 hit point swarms. Momaw is a very strong piece who's essential for a Lobot reinforcement box, 10/10.
TheHutts
Posted: Tuesday, August 11, 2015 7:20:12 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 6/23/2010
Posts: 3,561
Location: The Hutt, New Zealand
Mandalorian Strike Force Leader, from Armed and Operational



Quote:
14 points, Mandalorian
Hit Points: 30
Defense: 16
Attack: 7
Damage: 10

Special Abilities
Advanced Destabilize Shields (Suppresses Shields abilities of enemies within 6 squares)
Charging Assault +10 (Replaces turn: Can move up to double speed, then make an attack at +10 Damage against an adjacent enemy)
Cloaked (If this character has cover, it cannot be targeted by nonadjacent enemies)
Stingbeam (+10 Damage against adjacent enemies. An adjacent living enemy hit by this character's attack is considered activated this round; save 11.)

Commander Effect
Mandalorian followers within 6 squares get +2 Attack.


The Strike Force Leader is a useful tech piece for the Mandalorians - at just 14 points, he does a bunch of helpful things. His attack bonus of +2 is helpful as a lot of the Mando non-uniques can struggle to hit big targets. Additionally, he's a competent enough attacker with Charging Assault +10 - he can at least remove some fodder, and with Cloaked he can come up and fight safely most of the time. Most interesting of all is his Advanced Destabilize Shields - it has a dual purpose as it can both remove Shields from enemy pieces like Republic Commandos and also cancel out Adaptive Shields from the Czerka Shield Tech, a piece that made it tough for builds that centered on the Mandalorian Captain's twin CE. As a cheap commander with Cloaked, he's also great for gaining Relay Orders from Kelborn's Coordinated Command. The Strike Force Leader is certainly not an auto-include at 14 points, but he's worth considering in Mandalorian Captain builds: he has a lot of helpful abilities that can subtly enhance a Mandalorian squad, 8/10.
General_Grievous
Posted: Wednesday, August 12, 2015 3:42:43 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 1/8/2010
Posts: 3,623
TheHutts wrote:
Momaw Nadon, from Cantina Brawl



Quote:
15 points, Fringe
Hit Points: 50
Defense: 16
Attack: 6
Damage: 10

Special Abilities
Unique
Melee Attack (Can attack only adjacent enemies)
Stealth (If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)
War Throat (Replaces attacks: 10 damage to each character within 6 squares)


There are a lot of very useful 10 hit point pieces in the game - Mouse Droids, Camaasi Nobles, Raxus Prime Troopers, Geonosian Drones, Old Republic Senators, Rodian Brutes, and Ugnaught Demolitionists are all staples that have useful niches in the game, but who also can perform an equally important role of just getting in the way. It's always been good play to shield off your shooters with fodder, so that your opponent needs to spend a turn killing fodder to get to the attacker. Momaw Nadon's War Throat was made as a counter to fodder walls - particularly Mouse Droid walls - and he's a great reinforcement choice if your opponent is running 10 point pieces. He does tend to work better in factions with a movement breaker - an R2 Astromech or Ganner can get him a long way in a phase, since War Throat only replaces attacks.

Momaw is also interesting with Captain Tarpals in Republic where he can double war throat for 20 damage on everything, while he's also very useful for triggering Protective abilities. He doesn't totally solve spamming activations, since an opponent can leave their fodder chilling out the back just to get an activation advantage, but he does largely solve the problem of fodder walls and hurts 10 hit point swarms. Momaw is a very strong piece who's essential for a Lobot reinforcement box, 10/10.


He is legendary and super useful to the game! Love that area blasting effects, unless it's against my battle droids haha
TimmerB123
Posted: Wednesday, August 12, 2015 6:53:22 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 7/9/2008
Posts: 4,729
Location: Chicago
TheHutts wrote:
Mandalorian Strike Force Leader, from Armed and Operational



Quote:
14 points, Mandalorian
Hit Points: 30
Defense: 16
Attack: 7
Damage: 10

Special Abilities
Advanced Destabilize Shields (Suppresses Shields abilities of enemies within 6 squares)
Charging Assault +10 (Replaces turn: Can move up to double speed, then make an attack at +10 Damage against an adjacent enemy)
Cloaked (If this character has cover, it cannot be targeted by nonadjacent enemies)
Stingbeam (+10 Damage against adjacent enemies. An adjacent living enemy hit by this character's attack is considered activated this round; save 11.)

Commander Effect
Mandalorian followers within 6 squares get +2 Attack.


The Strike Force Leader is a useful tech piece for the Mandalorians - at just 14 points, he does a bunch of helpful things. His attack bonus of +2 is helpful as a lot of the Mando non-uniques can struggle to hit big targets. Additionally, he's a competent enough attacker with Charging Assault +10 - he can at least remove some fodder, and with Cloaked he can come up and fight safely most of the time. Most interesting of all is his Advanced Destabilize Shields - it has a dual purpose as it can both remove Shields from enemy pieces like Republic Commandos and also cancel out Adaptive Shields from the Czerka Shield Tech, a piece that made it tough for builds that centered on the Mandalorian Captain's twin CE. The Strike Force Leader is certainly not an auto-include at 14 points, but he's worth considering in Mandalorian Captain builds: he has a lot of helpful abilities that can subtly enhance a Mandalorian squad, 8/10.


As is I'd say he's more like a 7. I really thought the czerka shield tech would have had a bigger impact on the game. I've never seen one played though. But it did worry me at the time that it unfairly hurt the mandos the most (everything revolved around the captain and his twin at the time). If the czerka shield tech were used more and more mando pieces that didn't have a CE or single shot blaster didn't come out, this piece might be higher.

Also - fun combo: Use the mando scientist and get them in position (via Kelborn) and these guys can run in and smack an enemy for 60 and chance of activation them twice.
TheHutts
Posted: Wednesday, August 12, 2015 7:02:12 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 6/23/2010
Posts: 3,561
Location: The Hutt, New Zealand
I could go 7 or 8 on him. I think one reason I went with the 8 was that last time I played him was against Republic Commandos. It was an awesome feeling to strip off their Shields and smash them.
TheHutts
Posted: Wednesday, August 12, 2015 7:30:53 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 6/23/2010
Posts: 3,561
Location: The Hutt, New Zealand
Alpha Squadron Pilot, from Renegades and Rogues



Quote:
18 points, Imperial
Hit Points: 50
Defense: 17
Attack: 9
Damage: 10

Special Abilities
Pilot
Cunning Attack (+4 Attack and +10 Damage against an enemy who has not activated this round)
Evade (When hit by an attack from a nonadjacent enemy, this character takes no damage with a save of 11)
Squad Cover (+4 Defense while 3 allies with the same name as this character are within 6 squares)
Twin Attack (Whenever this character attacks, he makes 1 extra attack against the same target)


With the help of Jagged Fel and Mitt'Thrawn, you can easily get the Alpha Squadron Pilot up to a constant +17 for 20s twin shooter. With built in evade and access to a speed boost, he's a strong support shooter - I could certainly see him in a squad with someone like Antares Draco who benefits from the same boosts. At the same time, I think he fills a similar role to Morrigan Corde in a Thrawn squad - a shooter with Twin and Evade, and with Morrigan's built in movement breaker and unavoidable damage, I'd take her every time. The Alpha Squadron Pilot is a solid piece, but it's difficult for him to force his way into a competitive squad, 6/10.
TheHutts
Posted: Thursday, August 13, 2015 2:44:58 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 6/23/2010
Posts: 3,561
Location: The Hutt, New Zealand
Mighella, Black Sun Bodyguard, from Scum and Villainy



Quote:
27 points, Fringe
Hit Points: 70
Defense: 18
Attack: 10
Damage: 20

Special Abilities
Unique
Nightsister (Counts as a character whose name contains Nightsister)
Melee Attack (Can attack only adjacent enemies)
Double Attack (On her turn, this character can make 1 extra attack instead of moving)
Alexi's Bodyguard (If a character whose name contains Alexi is an adjacent ally and would take damage from an attack, this character can take the damage instead)
Parry (When hit by a melee attack, this character takes no damage with a save of 11)

Force Powers
Force 1
Force Renewal 1 (This character gets 1 Force point each time she activates)
Force Lightning 2 (Force 2, replaces attacks: range 6; 30 damage to target and 2 characters adjacent to that target)


Mighella, Black Sun Chef, looks a little underwhelming at first, but I think that's mostly because Alexi's Bodyguard is a red herring flavour ability. She functions just fine without Alexi, and she's primarily a decent melee interference piece for the Black Sun subfaction. A piece that can hold off enemy melee threats and deliver Force Lightning 2, a strong ability on a 27 point piece with renewal, is solid. Her big moment in the spotlight was her win in the New Zealand 2013 HamilCon tournament:

Quote:
Bev (Imperial) 'Witchcraft': Thrawn/Mas/Lobot/Mighella/NS Mother/NS/Evazan/KDBH/2 Klaat BH on Rhen Var Citadel


While she's lacking in a few areas - she can't make her attacks on the move, and she has no ranged defense, Mighella has enough going for her as a Fringe follower with Black Sun and Nightsister that she's worth considering for a range of different squads, 7/10.
TheHutts
Posted: Sunday, August 16, 2015 1:25:48 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 6/23/2010
Posts: 3,561
Location: The Hutt, New Zealand
Rohlan Dyre, from Vengeance



Quote:
24 points, Fringe
Hit Points: 70
Defense: 19
Attack: 8
Damage: 10

Special Abilities
Unique
Mandalorian
Double Attack (On his turn, this character can make 1 extra attack instead of moving)
Greater Mobile Attack (Can move both before and after attacking. This character can make extra attacks even if he moves this turn, but he must make them all before resuming movement.)
Beskar'gam (When this character takes damage, it reduces the damage dealt by 10 with a save of 11)
Cunning Attack (+4 Attack and +10 Damage against an enemy who has not activated this round)
Loner (+4 Attack if no allies are within 6 squares)


It might just be me, but I think Rohlan is a very solid support shooter. With Double, GMA, and Cunning, he just needs twin to make him into a very good shooter. In factions where he can pick it up conveniently, like the Mandalorian Captain in Mandos or R2-3PO's Blaster Upgrade in New Republic, he's a good option. He also has Beskar'gam, which makes him relatively tough for a 24 point shooter. Loner's a red herring since he generally needs to be within 6 to get Twin, although it does come into play with the Mandalorian Technician's Frequency Amplification. Rohlan's a very solid piece for 24 points, and he's an ideal support shooter - feels like he's almost been unjustly forgotten. 8/10.
TheHutts
Posted: Sunday, August 16, 2015 5:57:30 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 6/23/2010
Posts: 3,561
Location: The Hutt, New Zealand
Elite Republic Commando - Boss, from Shadows



Quote:
26 points, Republic
Hit Points: 70
Defense: 17
Attack: 10
Damage: 20

Special Abilities
Unique
Order 66
Double Attack (On his turn, this character can make 1 extra attack instead of moving)
Coordinated Movement (At the end of this character's turn, 1 Republic Commando ally may immediately move up to 2 squares)
Delta Formation Support (Each Republic Commando ally gains Coordinated Movement)
Mobile Attack (Can move both before and after attacking)
Rapport (Characters whose name contains Republic Commando cost 2 less when in the same squad as this character)
Relay Orders (Each allied commander can count distance from this character as well as from itself for the purpose of commander effects)
Stealth (If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)

Commander Effect
At the end of this character's turn, 1 Republic Commando ally within 6 squares may make an immediate attack or use a special ability that replaces attacks.


The unique versions of the Elite Republic Commando were a strong addition to the game - with their Shields, their Coordinated Movement, and their access to Superstealth and/or Greater Mobile Attack, they've been a competitive factor since their release in v-set 8. The combination of the four Elite Republic Commandos is a very strong competitive base, and Boss is arguably the keystone with his Delta Formation Support, his Rapport, and his cannon CE. Delta Formation Support provides a movement breaker for the Republic Commandos, while ERC Sev's twin makes him an excellent recipient for the cannon shot.

This thereisnotry squad featured at FrostyCon this year, and was enough to provoke discussions of it being a new gatekeeper. I don't think it's overly powerful, especially given that it doesn't really feature an answer to tempo control, but it's certainly a tricky squad type for some builds to handle with its super stealth and Shields. It's not necessarily the ultimate ERC squad, as you can go a few different directions, but it's certainly strong:

Quote:
--Republic Commandos--
26 Elite Republic Commando - Boss (Coordinated Movement, Rapport, Extra Att CE)
24 Republic Commando Niner (+10dmg CE)
23 Elite Republic Commando - Fixer (Override, Synergy +4)
23 Elite Republic Commando - Scorch (Shatterbeam, Shields 2)
23 Elite Republic Commando - Sev (Twin Attack, Stable Footing)
23 Clone Commander Bacara (Superstealth CE)
19 Republic Commando Dev (Missiles 30)
19 Republic Commando Jind (Sentry...rarely used)
9 R2-D2, Astromech Droid
5 Rodian Diplomat
6 Ugnaught Demolitionist x2
(200pts. 12 activations)


ERC Boss is the central piece in a competitive build, providing a cannon shot and a movement breaker, which makes him an 11/10.
TheHutts
Posted: Monday, August 17, 2015 3:21:40 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 6/23/2010
Posts: 3,561
Location: The Hutt, New Zealand
Shamed One, from Armed and Operational



Quote:
3 points, Yuuzhan Vong
Hit Points: 10
Defense: 14
Attack: 1
Damage: 10

Special Abilities
Melee Attack (Can attack only adjacent enemies)
Force Immunity (Enemies cannot affect this character with Force powers, or spend Force points to reroll attacks against this character or to respond to this character's attacks and abilities)
Low Caste (Cannot be added to a squad via any character’s Reinforcements or Reserves abilities. This character's cost cannot be reduced.)
Shamed One (This character ignores special abilities from Yuuzhan Vong allies that alter his printed Attack or Damage rating)


A 3 point piece is always significant in the game - if nothing else, the Shamed One can be used to fill out the last 3 points of a Vong pure squad. The Shamed One comes with a bunch of restrictions - it can't be used as a reinforcement and it can't gain attack or damage boosts via Special Abilities - but it's still subject to Vong commander effects. Most interestingly, it's eligible for Yomin Carr's Spit Poison CE, so the possibility is there for a Yomin Carr powered Shamed One swarm. The other interesting option is with Yu’shaa, who can boost the stats of a Shamed One swarm with Yun-Shuno Devotion (+1 Attack and +1 Defense for each ally with Shamed One within 3 squares). As well as Yu'shaa, they also get a minor movement breaker from the Shamed Intendant.

This General_Grievous build shows some of their possibilities:

Quote:
--Unashamed--
30 Supreme Overlord Quorreal
28 Yu’shaa
28 Zenoc Quah
19 Yomin Carr
15 Yammosk War Coordinator
14 Yuuzhan Vong Seer
66 Shamed One x22

Preferred Reinforcements:
(S. O. Quorreal) 13 Yun-Ne'Shel Priest
(S. O. Quorreal) 5 Tso'asu
(S. O. Quorreal) 5 Zonoma Sekot Scout

(200pts. 31 activations)


As a 3 point piece, there are plenty of uses for the Shamed One - I generally think builds around Nom Anor and the Worker are stronger since they come with Superstealth and self destruct, but as a 3 point piece, the Shamed One has plenty of potential uses, 7/10.
TheHutts
Posted: Monday, August 17, 2015 6:22:44 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 6/23/2010
Posts: 3,561
Location: The Hutt, New Zealand
Saba Sebatyne, from Jedi vs Sith



Quote:
45 points, New Republic
Hit Points: 110
Defense: 21
Attack: 13
Damage: 30

Special Abilities
Unique
Melee Attack (Can attack only adjacent enemies)
Double Attack (On her turn, this character can make 1 extra attack instead of moving)
Impulsive Advance (Whenever a Unique allied character is defeated, this character can immediately move 3 squares)
Lightsaber Duelist (+4 Defense when attacked by an adjacent enemy with a Force rating)
Makashi Style Mastery (When hit by a melee attack, this character takes no damage with a save of 11. Shii-Cho, Soresu, Ataru, and Niman Style cannot be used against this character.)
Rend +10 (If both of her attacks hit the same adjacent enemy, this character's second attack gets +10 Damage)

Force Powers
Force 3
Brutal Strike (Force 1, usable only on this character's turn: This character's attacks cannot be prevented and enemy characters attacked by this character cannot use special abilities or Force powers that respond to this character's attacks for the rest of the turn)
Force Push 2 (Force 2, replaces attacks: range 6; 20 damage; push back target 2 squares if Huge or smaller)
Force Valor (Force 2, replaces attacks: For the rest of the skirmish, this character gains the following commander effect: Followers within 6 squares get +2 Attack and +2 Defense)
Lightsaber Precision (Force 1: This character gets +10 Damage on her next attack)


It's been a design flaw from both WOTC and the v-sets that a lot of the big melee pieces are specifically anti-melee, and have suffered against shooters as a result. Saba Sebatyne is a case in point - with Makashi Style Mastery, Lightsaber Duelist, and Brutal Strike, she excels against other melee. Fortunately she is in a faction where she can pick up evade from Wedge, but she's still an anti-melee specialist. As well as lacking ranged defense, Saba also lacks the ability to do damage on the move; she needs help from a piece like Luke Galactic Hero for Greater Mobile or Anakin Solo Galactic Hero to gain Lightsaber Assault and Force Renewal. Saba also has Force Valor, which gives her a stat boost Commander Effect, while Force Push 2 is also helpful. But generally Saba is underwhelming for 45 points, and her attack of +13 is also a drawback in New Republic where there aren't many ways to boost it. Saba might be worth a look in a tank meta, but generally she needs support to function well, and there are better choices out there, 6/10.
swinefeld
Posted: Monday, August 17, 2015 9:42:35 PM
Rank: Moderator
Groups: Member , Moderator

Joined: 1/30/2009
Posts: 6,457
Location: Southern Illinois
TheHutts wrote:
Rohlan Dyre, from Vengeance



Quote:
24 points, Fringe
Hit Points: 70
Defense: 19
Attack: 8
Damage: 10

Special Abilities
Unique
Mandalorian
Double Attack (On his turn, this character can make 1 extra attack instead of moving)
Greater Mobile Attack (Can move both before and after attacking. This character can make extra attacks even if he moves this turn, but he must make them all before resuming movement.)
Beskar'gam (When this character takes damage, it reduces the damage dealt by 10 with a save of 11)
Cunning Attack (+4 Attack and +10 Damage against an enemy who has not activated this round)
Loner (+4 Attack if no allies are within 6 squares)


It might just be me, but I think Rohlan is a very solid support shooter. With Double, GMA, and Cunning, he just needs twin to make him into a very good shooter. In factions where he can pick it up conveniently, like the Mandalorian Captain in Mandos or R2-3PO's Blaster Upgrade in New Republic, he's a good option. He also has Beskar'gam, which makes him relatively tough for a 24 point shooter. Loner's a red herring since he generally needs to be within 6 to get Twin, although it does come into play with the Mandalorian Technician's Frequency Amplification. Rohlan's a very solid piece for 24 points, and he's an ideal support shooter - feels like he's almost been unjustly forgotten. 8/10.


Agreed. Useful, but overlooked piece.
TimmerB123
Posted: Tuesday, August 18, 2015 7:40:48 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 7/9/2008
Posts: 4,729
Location: Chicago
swinefeld wrote:
TheHutts wrote:
Rohlan Dyre, from Vengeance



Quote:
24 points, Fringe
Hit Points: 70
Defense: 19
Attack: 8
Damage: 10

Special Abilities
Unique
Mandalorian
Double Attack (On his turn, this character can make 1 extra attack instead of moving)
Greater Mobile Attack (Can move both before and after attacking. This character can make extra attacks even if he moves this turn, but he must make them all before resuming movement.)
Beskar'gam (When this character takes damage, it reduces the damage dealt by 10 with a save of 11)
Cunning Attack (+4 Attack and +10 Damage against an enemy who has not activated this round)
Loner (+4 Attack if no allies are within 6 squares)


It might just be me, but I think Rohlan is a very solid support shooter. With Double, GMA, and Cunning, he just needs twin to make him into a very good shooter. In factions where he can pick it up conveniently, like the Mandalorian Captain in Mandos or R2-3PO's Blaster Upgrade in New Republic, he's a good option. He also has Beskar'gam, which makes him relatively tough for a 24 point shooter. Loner's a red herring since he generally needs to be within 6 to get Twin, although it does come into play with the Mandalorian Technician's Frequency Amplification. Rohlan's a very solid piece for 24 points, and he's an ideal support shooter - feels like he's almost been unjustly forgotten. 8/10.


Agreed. Useful, but overlooked piece.


A big part of the problem is that he is similar but much less than Kelborn. For only 4 points more, you get everything Dyre has except beskargam and loner (and it's been pointed out that loner is mostly a red herring), in addition to a whole lot more. Add 20 hp and cloaked (more than makes up for beskargam), +1 attack, relay orders, coordinated command, gauntlet knife, and the faction defining resolnare.

You could use both, but doubling up on cunning without accurate isn't usually as effective. Especially in a faction that has a scout that can do just as much damage with opportunist at the same attack with cloaked and 5 pts cheaper.

Decent piece, but falls in a tough spot between amazing pieces.

I'd call him a 7
TheHutts
Posted: Tuesday, August 18, 2015 12:18:50 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 6/23/2010
Posts: 3,561
Location: The Hutt, New Zealand
I actually like Rohlan quite a bit in New Republic. If I'm playing R-3PO, I'll often bring Rohlan (or Mara Jade Smuggler) as well.
juice man
Posted: Tuesday, August 18, 2015 12:45:58 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 1/5/2009
Posts: 2,240
Location: Akron Ohio, just south of dantooine.
TheHutts wrote:
Shamed One, from Armed and Operational



Quote:
3 points, Yuuzhan Vong
Hit Points: 10
Defense: 14
Attack: 1
Damage: 10

Special Abilities
Melee Attack (Can attack only adjacent enemies)
Force Immunity (Enemies cannot affect this character with Force powers, or spend Force points to reroll attacks against this character or to respond to this character's attacks and abilities)
Low Caste (Cannot be added to a squad via any character’s Reinforcements or Reserves abilities. This character's cost cannot be reduced.)
Shamed One (This character ignores special abilities from Yuuzhan Vong allies that alter his printed Attack or Damage rating)


A 3 point piece is always significant in the game - if nothing else, the Shamed One can be used to fill out the last 3 points of a Vong pure squad. The Shamed One comes with a bunch of restrictions - it can't be used as a reinforcement and it can't gain attack or damage boosts via Special Abilities - but it's still subject to Vong commander effects. Most interestingly, it's eligible for Yomin Carr's Spit Poison CE, so the possibility is there for a Yomin Carr powered Shamed One swarm. The other interesting option is with Yu’shaa, who can boost the stats of a Shamed One swarm with Yun-Shuno Devotion (+1 Attack and +1 Defense for each ally with Shamed One within 3 squares). As well as Yu'shaa, they also get a minor movement breaker from the Shamed Intendant.

This General_Grievous build shows some of their possibilities:

Quote:
--Unashamed--
30 Supreme Overlord Quorreal
28 Yu’shaa
28 Zenoc Quah
19 Yomin Carr
15 Yammosk War Coordinator
14 Yuuzhan Vong Seer
66 Shamed One x22

Preferred Reinforcements:
(S. O. Quorreal) 13 Yun-Ne'Shel Priest
(S. O. Quorreal) 5 Tso'asu
(S. O. Quorreal) 5 Zonoma Sekot Scout

(200pts. 31 activations)


As a 3 point piece, there are plenty of uses for the Shamed One - I generally think builds around Nom Anor and the Worker are stronger since they come with Superstealth and self destruct, but as a 3 point piece, the Shamed One has plenty of potential uses, 7/10.
Sadly, Momaw can rip this type of squad up. (had a shamed one squad for Mystery Map, and got Mawed down)
TheHutts
Posted: Tuesday, August 18, 2015 12:53:33 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 6/23/2010
Posts: 3,561
Location: The Hutt, New Zealand
juice man wrote:
Sadly, Momaw can rip this type of squad up. (had a shamed one squad for Mystery Map, and got Mawed down)


Yeah, they're pretty vulnerable to Yobuck, Lancer, etc as well. Certainly not the strongest swarm in the game - hence the 7.
fingersandteeth
Posted: Tuesday, August 18, 2015 1:21:34 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 4/2/2008
Posts: 522
Location: Chicago
TimmerB123 wrote:


A big part of the problem is that he is similar but much less than Kelborn. For only 4 points more, you get everything Dyre has except beskargam and loner (and it's been pointed out that loner is mostly a red herring), in addition to a whole lot more. Add 20 hp and cloaked (more than makes up for beskargam), +1 attack, relay orders, coordinated command, gauntlet knife, and the faction defining resolnare.

You could use both, but doubling up on cunning without accurate isn't usually as effective. Especially in a faction that has a scout that can do just as much damage with opportunist at the same attack with cloaked and 5 pts cheaper.

Decent piece, but falls in a tough spot between amazing pieces.

I'd call him a 7


He's a Fringe Mando. You can get scouts in the Mando's that are cheaper and better. He isn't designed to be played in Mando squads, you can, but it wasn't the point of the piece.
fingersandteeth
Posted: Tuesday, August 18, 2015 1:22:59 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 4/2/2008
Posts: 522
Location: Chicago
TheHutts wrote:
Saba Sebatyne, from Jedi vs Sith



Quote:
45 points, New Republic
Hit Points: 110
Defense: 21
Attack: 13
Damage: 30

Special Abilities
Unique
Melee Attack (Can attack only adjacent enemies)
Double Attack (On her turn, this character can make 1 extra attack instead of moving)
Impulsive Advance (Whenever a Unique allied character is defeated, this character can immediately move 3 squares)
Lightsaber Duelist (+4 Defense when attacked by an adjacent enemy with a Force rating)
Makashi Style Mastery (When hit by a melee attack, this character takes no damage with a save of 11. Shii-Cho, Soresu, Ataru, and Niman Style cannot be used against this character.)
Rend +10 (If both of her attacks hit the same adjacent enemy, this character's second attack gets +10 Damage)

Force Powers
Force 3
Brutal Strike (Force 1, usable only on this character's turn: This character's attacks cannot be prevented and enemy characters attacked by this character cannot use special abilities or Force powers that respond to this character's attacks for the rest of the turn)
Force Push 2 (Force 2, replaces attacks: range 6; 20 damage; push back target 2 squares if Huge or smaller)
Force Valor (Force 2, replaces attacks: For the rest of the skirmish, this character gains the following commander effect: Followers within 6 squares get +2 Attack and +2 Defense)
Lightsaber Precision (Force 1: This character gets +10 Damage on her next attack)


It's been a design flaw from both WOTC and the v-sets that a lot of the big melee pieces are specifically anti-melee, and have suffered against shooters as a result. Saba Sebatyne is a case in point - with Makashi Style Mastery, Lightsaber Duelist, and Brutal Strike, she excels against other melee. Fortunately she is in a faction where she can pick up evade from Wedge, but she's still an anti-melee specialist. As well as lacking ranged defense, Saba also lacks the ability to do damage on the move; she needs help from a piece like Luke Galactic Hero for Greater Mobile or Anakin Solo Galactic Hero to gain Lightsaber Assault and Force Renewal. Saba also has Force Valor, which gives her a stat boost Commander Effect, while Force Push 2 is also helpful. But generally Saba is underwhelming for 45 points, and her attack of +13 is also a drawback in New Republic where there aren't many ways to boost it. Saba might be worth a look in a tank meta, but generally she needs support to function well, and there are better choices out there, 6/10.


A beast in ROyal Rumble format if you pair him with GOWK or the like. perhaps some future pieces can give him some ranged defense to bring him into the heavy melee game people are clamoring for.
AndyHatton
Posted: Tuesday, August 18, 2015 1:25:33 PM
Rank: Moderator
Groups: Member , Moderator

Joined: 8/9/2009
Posts: 1,935
Her not him. Saba is a lady.
fingersandteeth
Posted: Tuesday, August 18, 2015 1:39:16 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 4/2/2008
Posts: 522
Location: Chicago
AndyHatton wrote:
Her not him. Saba is a lady.


correct, i miss-spoke.
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